Johnny Joestar (5e Creature)
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Medium humanoid (Human), chaotic good
Saving Throws Dex +11, Int +10, Wis +9, Cha +14
Stand Proud Focus. Johnny takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When Johnny takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Tusk can make 1 additional melee attack on each of their turns. He can only have up to 8 "Exchange Blows Stacks" at once. Using extra attacks during his turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.
Exploit the Armor. When Johnny successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.
Spirit Points. Johnny has 15 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
Nail Bullet. Ranged Weapon Attack: +11 to hit, range 40/50 ft., one target. Hit: 24 (4d6 + 10) piercing damage. This can be used up to 20 times, regaining all uses after 1 minute, in place of regaining 10 hit points, or as a bonus action for 1 spirit point. If this misses the target, Johnny can spend 1 spirit point to move the hole left over by the shot to hit the original target if they are within 10 ft. of the hole, which Johnny can move up to 25 ft. on each of his turns. They must succeed a DC 26 Wisdom saving throw or take the nail bullet's damage.
Hole Teleport (1 Spirit Point). As a bonus action, Johnny sends any amount of his body through a hole created by Nail Bullet.
Medium elemental (Stand), chaotic good
Saving Throws Dex +16, Int +10, Wis +9, Cha +14
Manifestation of Will. Any feature that effects Johnny also effects Tusk. Any damage the Stand takes is instead dealt to the Stand user. Any effect that targets either the Stand or user targets both of them. The Stand user can summon or de-summon the Stand as a bonus action. If the Stand user becomes unconcious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 20 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 15 ft. radius.
Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 11 bludgeoning damage. Johnny may spend 2 spirit points to automatically hit with this attack.
Spin Strike (1 Spirit Point). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. Johnny may spend 2 spirit points to automatically hit with this attack.
Golden Spin. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: The target becomes unconscious, save for being aware of their surroundings and able to speak for 1 minute before continuing to infinitely spin their own pocket dimension. This can only be done by using this feature again, by another feature that utilizes Golden Spin, or by the Wish spell or a similar effect. This can only be used while riding a horse if Johnny rides in a 45 ft. line. Johnny may spend 2 spirit points to automatically hit with this attack.